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Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
Core.Object | +-- GameFramework.GameSpecialMove
Constants Summary |
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Inherited Contants from Core.Object |
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AspectRatio16x9, AspectRatio4x3, AspectRatio5x4, DegToRad, DegToUnrRot, INDEX_NONE, InvAspectRatio16x9, InvAspectRatio4x3, InvAspectRatio5x4, MaxInt, Pi, RadToDeg, RadToUnrRot, UnrRotToDeg, UnrRotToRad |
Inherited Variables from Core.Object |
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Class, HashNext, HashOuterNext, Linker, LinkerIndex, Name, NetIndex, ObjectArchetype, ObjectFlags, ObjectInternalInteger, Outer, StateFrame, VfTableObject |
Enumerations Summary |
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Inherited Enumerations from Core.Object |
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AlphaBlendType, EAspectRatioAxisConstraint, EAutomatedRunResult, EAxis, EDebugBreakType, EInputEvent, EInterpCurveMode, EInterpMethodType, ETickingGroup |
Structures Summary |
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Functions Summary | ||
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![]() | bool | CanChainMove (Name NextMove )) |
![]() | bool | CanDoSpecialMove (optional bool bForceCheck )) |
![]() | bool | CanOverrideMoveWith (Name NewMove )) |
![]() | bool | CanOverrideSpecialMove (Name InMove )) |
![]() | ExtractSpecialMoveFlags (int Flags) | |
![]() | ForcePawnRotation (Pawn P, Rotator NewRotation) | |
![]() | InitSpecialMove (GamePawn InPawn, Name InHandle )) | |
![]() | InitSpecialMoveFlags (out int out_Flags) | |
![]() | bool | InternalCanDoSpecialMove ())) |
![]() | bool | MessageEvent (Name EventName, Object Sender)) |
![]() | ReachedPrecisePosition () | |
![]() | vector | RelativeToWorldOffset (Rotator InRotation, Vector RelativeSpaceOffset) con) |
![]() | ResetFacePreciseRotation () | |
![]() | SetFacePreciseRotation (rotator RotationToFace, float InterpolationTime) | |
![]() | SetReachPreciseDestination (vector DestinationToReach, optional bool bCancel) | |
![]() | bool | ShouldReplicate ())) |
![]() | SpecialMoveEnded (Name PrevMove, Name NextMove) | |
![]() | SpecialMoveFlagsUpdated () | |
![]() | SpecialMoveStarted (bool bForced, Name PrevMove) | |
![]() | Tick (float DeltaTime) | |
![]() | vector | WorldToRelativeOffset (Rotator InRotation, Vector WorldSpaceOffset) con) |
Variables Detail |
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PrecisePosition will not be enforced on non-owning instance unless this flag is set
Can we do the current special move?
Flag set when Pawn reached precise location
Flag set when pawn reached precise rotation
Flag used when moving Pawn to a precise location
Flag used when rotating pawn to a precise rotation
Named handle of this special move
Last time CanDoSpecialMove was called.
Owner of this special move
World location to reach
World rotation to face
Time to interpolate Pawn's rotation
Functions Detail |
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Can the special move be chained after the current one finishes?
Public accessor to see if this special move can be done, handles caching the results for a single frame.
@param bForceCheck - Allows you to skip the single frame condition (which will be incorrect on clients since LastCanDoSpecialMoveTime isn't replicated)
Can a new special move override this one before it is finished? This is only if CanDoSpecialMove() == TRUE && !bForce when starting it.
Can this special move override InMove if it is currently playing?
Give special move a chance to pull info out of flags
Forces Pawn's rotation to a given Rotator
Give special move a chance to set info flags
Checks to see if this Special Move can be done.
Generic function to send message events to SpecialMoves. Returns TRUE if message has been processed correctly.
Event sent when Pawn has reached precise position. PreciseRotation or PreciseLocation, or Both. When both Rotation and Location are set, the event is fired just once, after the Pawn has reached both.
Reset FacePreciseRotation related vars Otherwise, these vars will be carried over to next action vars are const in script - so need native interface
Force Pawn to face a specific rotation.
@param RotationToFace Rotation for Pawn to face.
@param InterpolationTime Time it takes for Pawn to face given rotation.
Send Pawn to reach a precise destination. ReachedPrecisePosition() event will be called when Pawn reaches destination. This tries to get the Pawn as close as possible from DestinationToReach in 2D space (so Z is ignored). This doesn't use the path network, so PawnOwner should be already fairly close to destination. A TimeOut should be used to prevent the Pawn from being stuck.
@param DestinationToReach point in world space to reach. (Z ignored).
@param bCancel if TRUE, this will cancel any current PreciseDestination movement.
Should this special move be replicated to non-owning clients?
Event called when Special Move is finished.
called when DoSpecialMove() is called again with this special move, but the special move flags have changed
Event called when Special Move is started.
Script Tick function.
Turn a World Space location into an Actor Space relative location.
Defaultproperties |
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defaultproperties { } |
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